Exstatic - Art Dump (Indie Game)

Hey guys, over the past month or two me and my lovely partner in crime Oranghe! have been doing some art for a friends XBOX 360 game. He made his own engine! it now supports lightmaps, Alpha/Diffuse textures and soon to have Fog !
Oh and it used BSP as a base so NetRadiant was the tool of choice to get things going.

The game is a 2v2 or 4v4 FPS CTF type game with demo recording and really tight controls.

Here are some concepts that I started with!

My first environment concept! early on talking to the programmer it seemed quite obvious that he was inspired by team fortress/brink and mirrors edge! so I pulled some inspiration from them!

We planned to just make one character model with 2 textures, one for each team, this was were I got to after a few concepts.

And then the model, at the moment he is a bit... mashed together! and not optimised! but I think he is roughly about 4k tris and using one 1024 diffuse texture.
The full helmet is the main one.. the real head is from an old model, so I can just test out things! and the mask is just the helmet cut up!

This is the current stage of the warehouse level! still some things to fix! and up the lightmap resolution! I think its 512 for the entire level atm!

And the second level is the Art Gallery! this needs lots more done to it! like replacing the realistic brick texture with something more fitting with the style! plus spamming of more PIPES! oh and the same with lightmap resolution!

And finally I have just started on the weapon models! and will post an update on that later tomorrow! but for now here is 2 of the 3 weapon concepts!

More updates to come! sorry for the spam! we are kind of in a rush with this game! trying to get it finished ASAP as he wants to enter it into Dream Build Play aaaand the Develop conference is just around the corner and we need to get a video done for our own game Routine! really fun project so far though! just wish we had more time!

Hey guy's! I've had the great honor and joy on working on my first game title!

Also have the great honor of working with Razorb and Pete Exstatics creator.
Heres some of the props i made during my time here Thanks to both for letting me tag along, learn t an awful amount and can't wait for some more with Routine and future projects!

ScudzAlmighty: Yea Razorb will be rigging him very soon and the shots will follow!

Just finished the pistol model! unoptimised he is roughly 1.5k tris using a 1024 diffuse.

I will probably come back to him once I have done the other 2 weapons! as I will learn more as I get more done, also I will probably need to unify them somewhat.

daphz: Thanks man! LOOOOOVE the texturing on the new guy you did!
Ben: hah! very kind matey! get updating ya thread!
afisher: Thank you! much appreciated,yea i really prefer the warehouse for sure! i will give some more attention to the gallery soon! it needs it!
paintforge: ahh! i wasnt sure to stick with that or not just yet! i may though! thank you!
low odor, nick2730: cheers guys!
JASON: absolutely love the new portfolio update! huge inspiration mate! OH HOW YOU HAVE GROWN!
megalmn2000: haha far too kind! but yes! those lightmaps will be less retarded at the end for sure!

Holy shit! BSP flashbacks! Razorb, no exaggeration, you are my favourite artist on PC right now. Love everything you post and seeing your style imprinted on a game like this is great! Oranghe, those props are lovely! Subscribed to your sketchbook.

man really cool work so far! love how styled everything looks, the character is really neat. I kinda feel the env could use a little more of the lose sketchy feel of your concept, i think it just feels to 3d compared to the rest.

Haha Talon i will apologize to Pete right away for mis spelling something and get right on that! I almost got away without a spelling mistake

Haha, I feel like a dick for even mentioning it in the midst of all this awesome.

I agree with Neox in that the environments lack the "large brush strokes" feel that the props/character does. I'd love to see more of that in the level itself, pushed a bit more to that original concept from the first post.

Or maybe use the lightmap UVs to throw some big strokes into an overlay texture across the whole environment.

Love the style! Looking forward to seeing more, especially environment and assets(concept/model/in engine). Are the level shots in the custom engine? It looks really good. I feel like there needs to be some sort of bloom or emphasis on lighting though. The first and third shots would really "pop" with a little bloom(not UT3 style though, just enough to make the lighting feel brighter).

Just SORT of finished the sniper! I missed some things out I am sure of it! but I am too tired to continue at the moment! same specs as the pistol!

Also for anyone interested! here is the programmers blog! he needs to update it though! hehe! www.grabtheflag.com!

luke: Hey mate! the updates on your site are awesome! definitely a source of inspiration and I will see what I can do about the beta's! I have never even gone online with my xbox! so I don't know how that works I will ask ze programmer!LoTekK:!! hah thanks dude! I am always surprised when people like any character models that I mash together! thank you!CHON: !nicocabbalero: you perve! thank you!OniLolz: very kind sir!EiGHT: hah thank you! you're still kickin arse with those characters!fearian: BSPPPPPPPPPPP! you are FAR too kind mate! I reaaaally appreciate the kind words! IM BLUSHING! GOOO also! your stream is cool mate!Neox: Very very kind words coming from you! :P massive fan over here! and yea I agree! I really struggled trying to tie in the same style! in the end I wanted to try and push some form of extreme contrast! using stylised hand painted characters and weapons mixed in with semi realistic environment textures! but that went out of the window when I was a bit short on time! agreed tho! my bad I got a bit sloppy and tired d1ver: Thanks dude! once the lens flare stuff is properly implemented! I will really give that a shot! I have a few ideas! PDC: LOVE your folio dude! colours, style, sex all over! very nice! thank you! jeffro: thank you matey!Hawt Koffee: I will put some up soon enough! its nothing great to look at.. honestly most of the work was done quite fast! but I have just worked for like 12 hours straight with no break! haha thank you! I WONT FORGET YOU!aobond: ! more to come when I do it! its just me left now as an artist! MY GIRLFRIEND ABANDONED ME! hehe thank you.leleuxart: yea the shots are in a custom engine! Pete the programmer made on his own, he did mention he may potentially get some bloomage on the go! only time will tell! ehehe thank you! I agree on pushing the hot spots of the lighting out some more! really make it bleeed! thank you!Talon: pretty cool idea with the lightmap UV's but its all completely automated in terms of how its layed out! I don't have any control ;( and yea I will post some experiments I did with texture styles in my next post, I did experiment for sure as I went for that first! it just didn't look very cool when contrasting with the player! blended in too much imo ;( Massive thanks for the kind words mate! STOP PICKING ON ORANGHE! hahaha spelling fail

Man I love the texturing on this, everything looks so painterly. Those environment shots feel a bit bland but I assume you've barely started on set dressing and proper lighting I can't even imagine how awesome everything will be when it's tied together. Kudos!

awesome textures and concepts that you have done and got any tips for doing the same textures that you kind of do, such as the settings you use for the textures, resolution, brushes etc. and i really love the last two the door looking texture and the sheet of metal texture and the gun concept reminds me of something from Brink which is a game that i really like

Hm, I ain't no environment artist but I think you could push colors, shadows and the overall composition a bit more. I actually like that first scene, those red hues from the beams and how it contrasts with the green lighting coming from that door and the cool lighting from the vending machine. The other one is what struck me as a bit generic. I mean, I know it's supposed to be an office space but still, you could push some drama and story in it so it fits with the rest which is so stylized. I like the lighting being cast from the overhead windows, perhaps making it hotter and contrasting with a cooler ambient lighting? You do it really well in your illustrations, I think that if you approach your environment compositions in a similar way you approach them the results could be interesting.

jjsuperspy: hmmmm, for this I mainly used a hard squarish brush with some form of texture overlay! one of Photoshops default chalk brushes would be a good start, and let the tablet control the opacity with pen pressure, not the size.. and thats about it! thank you btw!

spiderDude: thank you!

StephenVyas: ! yea I think you talked with Pete already! thanks dude.

felipefrango: yea for sure! I think I got a bit lazy with lighting as it takes soooooooo long to bake there is no lighting preview either! so its bake and pray! ;( but ya I will make sure I pump up the warmth in the sun light! and pop out the blues probably more in the environment! thank you for the feedback! much appreciated.